Überblick

Marvel Tōkon's simple but effective combo trials are an elegant tutor…

Marvel Tōkon's simple but effective combo trials are an elegant tutorial solution that I wish more fighting games had

The humble combo trial is a time-honoured tradition in fighting games. It's a quick and relatively easy way of trying out a new character, feeling out their general flow and kit in a low-pressure environment.

They are, also, fundamentally useless. The combos in question are rarely optimal, and often devolve into simply playing Simon Says a dozen times before throwing yourself to the wolves of online matchmaking and hoping for the best. I can't speak for anyone else, but I rarely retain any of the stuff I pick up during combo trials, and usually end up defaulting to the likes of Dustloop or trusted YouTube tutorials to figure out how to actually play a character. freshyourfeel.com

Marvel Tokon: Fighting Souls

(Image credit: PlayStation Publishing LLC)

That doesn't exactly change in Marvel Tōkon. It still presents you with basic moves, combos, and assist combos that you'll do once and move on from, the likelihood of carrying them over into real scenarios next to zero. But Tōkon also includes something that I really like, and sincerely wish other fighting games included: a series of challenges that force you to think about the tools you've been given, and how best to implement them.

Each character trial in Tōkon wraps up with five "Level-Up Missions". Instead of laying out all the inputs for you, the missions instead present you with a handful of criteria and leave you to cook up the combos yourself. Maybe you need to start or end with a certain string, or ensure you're throwing in a particular move or hitting a certain damage threshold during the combo.

In reality, it's something you can probably just go ahead and look up if you really don't want to bother with it. But I like the fact that, even with the inclusion of basic combo trials, the Level-Up Mission is something that tries to challenge you to cook something up yourself. It's arguably one of the best parts about a fighting game–even if everybody ends up using the same BnBs and optimal combos in the end, figuring things out and playing around with a character's kit is a great way to understand their fundamentals even if you don't come to the most min-maxxed conclusion.

Marvel Tokon: Fighting Souls

(Image credit: PlayStation Publishing LLC)

And the best part is, these Level-Up Missions are genuinely tough. While the early stages mostly require you to start with a string, add one move, and end with a certain damage number, the later ones stack far more requirements on you. That's when you really have to start thinking about things like your meter, assists, jump cancels, and damage scaling to squeeze the absolute most you can out of these challenges.

Again, are these Level-Up Missions going to have much impact once you get out there against real players? Probably not, but they at least require you to interact with the systems that Tōkon throws at you. Especially in a fighting game, where tutorialisation is still kinda rubbish and mostly consists of multiple text boxes bombarding your brain all at once, sitting down and puzzling out how to really maximise my damage in one combo—including whatever parameters Tōkon wants from me—at least helped stuff stick a helluva lot more than it would have otherwise.

Having a relatively open-ended goal and then handing you the entire toolkit to accomplish it instead of simply following a piece of paper feels much closer to how fighting games actually shake out in real time. Tōkon's Level-Up Missions are such a simple yet smart way to navigate it, I hope it's a feature more fighting games crib from in the future.

I played the economic simulator that could 'make a convert out of Karl Marx himself' to see if it could convert me

They called me mad. They called me a fool. They said it would never work—my plan to build a business empire on the back of a single department store that sold three products and a silica mine. 'You'll bankrupt us!' yelled red-faced advisors. They saw no wisdom in my schemes at all.

And, frankly, they were correct. Fair play to those guys. We are very bankrupt now.

Stats, graphs, and a lot of UI in Capitalism Plus.

(Image credit: Enlight Softwaer)

In 1995, PC Gamer—a monthly journal about computer videogames—issued a challenge to me directly. In the back-most pages of its 22nd issue, it tucked away an ad for a then-new game called Capitalism. "Good enough to make a convert out of Karl Marx himself," declared an included testimonial from, yes, PC Gamer.

I was too busy being two years old to issue a response at the time, but I'm here now. As one of surely very few people who have reviewed The Communist Manifesto for a major gaming publication, I want to know: can it convert me? And more than that, can it offer a way forward? Can I find, in Capitalism's thicket of spreadsheets and input/output graphs, a solution to our current economic and social malaise? I accept your challenge, PC Gamer from 31 years ago.

Business 101

Capitalism—the game—does not work how you expect it to. For one thing, it is not on Earth. It happens on a procedurally generated pseudo-region of an Earth-like planet that you can spin up with every new game. Want to build the free market on a vast archipelago? By all means. A single, contiguous mega-landmass? Absolutely. The only guarantee is that, wherever you end, it will look nothing like anywhere that exists on our actual planet. Also, cities like Lisbon and Chicago will end up a short walk from each other, much like they are in real life.

Stats, graphs, and a lot of UI in Capitalism Plus.

(Image credit: Enlight Softwaer)

I admit it, my first forays into the world of business were jazz capitalism. I was hitting buttons and trying things out without much regard for structure or logic. I built a department store in central Jakarta (next to Tehran) and filled it literally, exclusively with laundry detergent.

This was not just an idle whim. Capitalism is big on the supply chain, strangely, which means all the goods you sell have to come from somewhere. The wares I flogged in my department store were sourced from Jakarta's nearest seaport, and the things Jakarta's nearest seaport had to offer were: cookies, leather shoes, and detergent.

Were the people of Jakarta buying my suds? Absolutely the hell not. They could not have been less interested, even as the industrious worker-bees in the department store's purchasing unit accumulated more and more boxes of the stuff, gradually entombing my sales team like soapy pharaohs. Supply outstripped demand by a gazillion to one. I was making negative $80,000 a year.

I asked myself what Warren Buffett would do and decided the answer was probably 'keep digging'. I added the cookies and leather shoes to my department store's roster of goods, turning it into one of those malls—you know the ones—that occupies an entire city block and sells unrelated three products. If this didn't work, the game was broken.

Stats, graphs, and a lot of UI in Capitalism Plus.

(Image credit: Enlight Softwaer)

There was, happily, more demand for shoes and cookies than laundry detergent, which is to say I was selling literally any of the former at all. Nevertheless, my expansion into the footwear and baked goods sectors had taken its toll. In spite of the new products' relative success, I was now making negative $300,000 a year. I added an advertising unit to my department store and partnered with a TV station.

This either helped or, more likely, coincided with an entirely unrelated change in my fortunes, because my annual profit suddenly skyrocketed to an incredible negative $3,000 a year. I went mad. I built an R&D Centre, a silica mine, and a new department store—this one selling CPUs, silica (a lot of silica about) and raw tobacco. Had I maybe started trying to sell directly to consumers raw materials I was meant to use in my own factories? Perhaps! Was I nevertheless now making an utterly inexplicable $400,000 a year? Yes!

I could only ride the high for so long. Eventually, my objectively boneheaded business decisions ricocheted back on me. The people of Bombay (where my second store was) were not interested in bulk-purchasing silica or computer chips, the fools, and even adding another advertising department didn't help. Though I did partner that advertising department with a newspaper rather than a TV station, and we all know traditional media is dead.

Stats, graphs, and a lot of UI in Capitalism Plus.

(Image credit: Enlight Softwaer)

It wasn't long before the game told me I was out of cash in a Nickelodeon font.

Visions of the past

Here is the serious part of the article: Capitalism is genuinely rather fascinating. It is the crystallised end of history—that moment of triumphalism that marked the end of the Cold War and the seemingly final victory of liberal capitalism over all its foes. Its pregenerated scenarios, which you can play if you don't want to generate a random world for yourself, have names like The Fall Of The Berlin Wall and The Emerging Dragon (yes, it's about China).

It presents a vision of the world where consciously-held ideology is dead. In its place, ranks of men with big phones and suits chasing ever-greater numbers on ever-bigger spreadsheets—the "dog-eat-dog" world of capitalism. Was it good? No. Was it bad? No.

Stats, graphs, and a lot of UI in Capitalism Plus.

(Image credit: Enlight Softwaer)

Capitalism, the game, does not sing the praises of capitalism the concept, nor does it criticise it. In this way, it reflects its era: good and bad were outdated—relics of a past where people deluded themselves by believing in things rather than chasing stuff that is concrete and consumable. Humanity had outgrown the distractions of faith and ideology. Now it could focus on reality, and the accumulation of CPUs and silica.

And air conditioners.

The aircon king of Guangzhou

My attempts to grow fat from detergent sales had run aground, but I did learn some things in that first run. Mostly, what I learnt—right there at the end—was 'hey, there's a button here to change the price of the things I sell'.

(Image credit: Enlight Softwaer)

So I tried again, and a little bit slower this time. In Guangzhou (near Adelaide), I erected a department store, sourcing a thick gush of shampoo from the nearby port and selling it to anyone with hair. Crucially, this time I paid attention to things like 'product quality' and 'price'. The shampoo I was sourcing was a fair bit better than what Guangzhou already had access to, and by fidgeting with the price-per-bottle I could establish a neat equilibrium between supply and demand. Before long, I was making a stable $500,000 in annual profit.

What else did the port have to offer? Air conditioners and jumpers ('sweaters,' to our American readers). Guangzhou was hot; I suspected aircon demand would be high. I funnelled them into my department store.

It turned out I could charge essentially whatever the hell I wanted and get away with it. Demand was too strong to deter. I was charging people double what I was paying for them and raking it in. Before long, I got the jumpers on the shelves too, which inscrutably sold like hot cakes at the same time as the aircon units did—though, in credit to Capitalism's simulation, I am fairly sure the aircons sold better in summer, and vice versa for jumpers.

A lot of UI in Capitalism Plus.

(Image credit: Enlight Software)

I was making $5,000,000 a year. I built factories, invented the video camera, purchased my competitors' jeans and sold them at a mark-up. I even started mining silica again, just for old times' sake. Pretty quickly, I hit $12 million a year. Which is kind of where I left it, since it rapidly became apparent I was simply too good at Capitalism for anything funny to happen ever again.

I'll say this, though: I like Capitalism (the game) a lot. The depth of its simulation is impressive, and not even 'for a game from 1995'. It just is. Here is a toy free market that consistently surprised me with the things it took into account and the things it asked me to take into account, from climate and environment to the nitty-gritty of the supply chain to the precise number and arrangement of business units in each of my outlets. It's a good time, if you are also the kind of person who gets excited by a nice spreadsheet.

A lot of UI in Capitalism Plus.

(Image credit: Enlight Software)

Total conversion

Am I converted? Well, apparently I could be making $12 million a year in shampoo sales, which is only slightly less than I make writing about videogames, so maybe. I'm certainly into the game itself, which is probably the most I can reasonably ask of an entertainment product from three decades ago.

Does Capitalism, with its sepia snapshot of a period of post-Cold War triumphalism, represent a way forward for our current period of deep societal stagnation? Well, not quite. Capitalism captures not so much actual things that happened so much as it captures a vibe that existed in a select few places during a vanishingly small period of time.

A lot of UI in Capitalism Plus.

(Image credit: Enlight Software)

You couldn't return to it if you wanted to—it was a product of a historical juncture, and no amount of nostalgia for an era when things felt better (whether they actually were is perhaps debatable) will change that.

Unless, of course, you start selling air conditioners.

"Absoluter Quatsch": Kalender reagiert auf Thiim-Vorwurf - und dankt ihm sogar

Mercedes-AMG-Junior Tom Kalender war eine der Überraschungen im zweiten DTM-Rennen auf dem Nürburgring: Der 18-Jährige verpasste seinen ersten Rennsieg am Sonntag um gerade einmal 0,517 Sekunden - und das nicht zuletzt dank Nicki Thiim, der am Samstag noch zur Verbalattacke gegen Kalender angesetzt hatte.

Denn im ersten Rennen waren Kalender und Thiim (Comtoyou-Aston-Martin) bereits nach ...Weiterlesen

In brief

Amin Nabizada’s solo stunner edges Watford past Southampton Southampton will have to get used to being barracked as they travel the Championship this autumn, the Spygate team are set to be everyone’s favourite boo-boys in the second tier. Certainly that was the case in Hertfordshire, with Watford fans and players alike beside themselves after a hard-fought victory, decided

Cyclists criticise ‘catastrophic’ safety measures after Finlay Tarling’s death Rider’s union expresses fury about Volta a PortugalTarling died after collision with non-race vehicleThe professional cycling community has reacted with fury to the death of the teenage Welsh rider, Finlay Tarling, in the Volta a Portugal, with a leading former professional describing the race’s safety measures as “ca…

Försterling verpasst Titel bei Swiss Ladies Open nur knapp Eleanor Givens gewinnt die Swiss Ladies Open der LET mit 13 unter Par. Alexandra Försterling wird nach starker 67er-Runde Zweite. Die Engländerin Eleanor Givens hat die Swiss Ladies Open der Ladies European Tour (LET) im Migros Golfpark Holzhausern in der Schweiz gewonnen. Mit einer starken 66er-Schlussrunde setzte si…

Trent Rockets soar over Sunrisers Leeds to bring home maiden women’s Hundred title Trent Rockets 92-2, bt Sunrisers Leeds 91, by 8 wicketsRockets’ Dunkley and Mooney put on 69-run partnershipTrent Rockets romped home with a maiden Hundred title in the final at Lord’s on Sunday, beating Sunrisers Leeds by eight wickets.Rockets qualified automatically for this final after losing just one match in the

Blue Reflection Quartet and the Effort of Preserving Multimedia Projects Blue Reflection Quartet revives a shut-down mobile game and turns an anime into a playable recap. Is that genuine preservation?